var C_NPC enemy;

func void B_EnemySelect()
{
	if (enemy != 0) {
		enemy.aivar[AIV_OpSelected] = FALSE;
	};
	Npc_ClearAIQueue(self);
	
	// Fokus-PFX
	Wld_StopEffect("FOCUS_HIGHLIGHT");
	Wld_PlayEffect("FOCUS_HIGHLIGHT", self, self, 0, 0, 0, FALSE );
	self.aivar[AIV_OpSelected] = TRUE;
	
	// Kampfspruch + Gegnertaktik + Schwierigkeit
	Schwierigkeit = Diff_Normal;
	if (Hlp_StrCmp(self.name,"Mud")) { B_Say (self,other,"$MUD"); AI_Tactic = AIT_MUD; Schwierigkeit = Diff_Light; }
	else if (Hlp_StrCmp(self.name,"Lares")) { B_Say (self,other,"$LARES"); AI_Tactic = AIT_ECONOMICAL; Schwierigkeit = Diff_Light; }
	else if (Hlp_StrCmp(self.name,"Wulfgar")) { B_Say (self,other,"$WULFGAR"); AI_Tactic = AIT_BALANCED; Schwierigkeit = Diff_Light; }
	else if (Hlp_StrCmp(self.name,"Lester")) { B_Say (self,other,"$LESTER"); AI_Tactic = AIT_DEFENSIVE; }
	else if (Hlp_StrCmp(self.name,"Diego")) { B_Say (self,other,"$DIEGO"); AI_Tactic = AIT_ECONOMICAL; }
	else if (Hlp_StrCmp(self.name,"Milten")) { B_Say (self,other,"$MILTEN"); AI_Tactic = AIT_BALANCED; }
	else if (Hlp_StrCmp(self.name,"Gorn")) { B_Say (self,other,"$GORN"); AI_Tactic = AIT_OFFENSIVE; }
	else if (Hlp_StrCmp(self.name,"Thorus")) { B_Say (self,other,"$THORUS"); AI_Tactic = AIT_DEFENSIVE; Schwierigkeit = Diff_Hard; }
	else if (Hlp_StrCmp(self.name,"Raven")) { B_Say (self,other,"$RAVEN"); AI_Tactic = AIT_OFFENSIVE; Schwierigkeit = Diff_Hard; }
	else if (Hlp_StrCmp(self.name,"Cor Angar")) { B_Say (self,other,"$ANGAR"); AI_Tactic = AIT_ECONOMICAL; Schwierigkeit = Diff_Hard; }
	else if (Hlp_StrCmp(self.name,"Gomez")) { B_Say (self,other,"$GOMEZ"); AI_Tactic = AIT_OFFENSIVE; Schwierigkeit = Diff_Hard; }
	else if (Hlp_StrCmp(self.name,"Lord Hagen")) { B_Say (self,other,"$HAGEN"); AI_Tactic = AIT_OFFENSIVE; Schwierigkeit = Diff_VeryHard; }
	else if (Hlp_StrCmp(self.name,"Lee")) { B_Say (self,other,"$LEE"); AI_Tactic = AIT_BALANCED; Schwierigkeit = Diff_VeryHard; }
	else if (Hlp_StrCmp(self.name,"Y'Berion")) { B_Say (self,other,"$YBERION"); AI_Tactic = AIT_INTELLIGENT; Schwierigkeit = Diff_VeryHard; }
	else if (Hlp_StrCmp(self.name,"Xardas")) { B_Say (self,other,"$XARDAS"); AI_Tactic = AIT_INTELLIGENT; Schwierigkeit = Diff_Horror; }
	else { B_Say (self,other,"$DieEnemy"); };
	
	// Name + Fraktion einstellen
	Opp_Name = self.name;
	
	if (Hlp_StrCmp(self.name,"Lord Hagen")
	|| Hlp_StrCmp(self.name,"Wulfgar")
	|| Hlp_StrCmp(self.name,"Milten"))
	{
		AiGuild = PAL;
	}
	else if (Hlp_StrCmp(self.name,"Cor Angar")
	|| Hlp_StrCmp(self.name,"Y'Berion")
	|| Hlp_StrCmp(self.name,"Lester"))
	{
		AiGuild = TMP;
	}
	else if (Hlp_StrCmp(self.name,"Gorn")
	|| Hlp_StrCmp(self.name,"Lee")
	|| Hlp_StrCmp(self.name,"Lares"))
	{
		AiGuild = DJG;
	}
	else if (Hlp_StrCmp(self.name,"Raven")
	|| Hlp_StrCmp(self.name,"Xardas")
	|| Hlp_StrCmp(self.name,"Mud"))
	{
		AiGuild = SKE;
	}
	else
	{
		AiGuild = GRD;
	};
	
	enemy = Hlp_GetNpc(self);
};